This is a brief description of the Mod's Races
Elves:
Nimble and with a natural talent with bows and magic they make superb ranged warriors, note that all elven troops carry a ranged weapon of some sort.
Dwarves
Short, hardy and with a moderate amount of magic defense, they make awesome melee fighters, they do not like ranged weapons usually, but the few dwarves who do specialize become very deadly with crossbow or arquebus
Drow
The dark kin of the elves are also quite fond of magic and in their hostile environment have developed an unmatched magical resistance. Being children of the night, all are used to sneaking around and a drow throwing dagger is standard issue to almost all of their troops. The dark high priestesses of Lolth have also been known to carry sometimes the wonderous healer's ring.
Orcs
Savage monsters of the steppes. They value brute strength above all and are quite deadly with their thrown, two handed weapons and riding powerful giant wolves, the orc shamans are also quite feared since they are capable mage-clerics.
Gnomes
Tiny, very smart and creative, they are not part of the dominant races, however they usually excel as inventors and engineers.
Skeletons
Once living warriors, they fell in battle long ago. With the powers of necromancy, they were brought to unlife to fight for their masters. Being not much more than animated bones with various degrees of power, they can't learn and thus cannot be upgraded, but still are dangerous in large quantities. Skeletons have a wide array of weapons, which makes them very versatile. They, however, are easily destroyed by well placed blows. Like all undead, skeletons can be turned or destroyed by clerics.
Zombies
Lumbering reanimated corpses. Just like skeletons they were raised to serve their masters, but are in various states of decay. Zombies tend to be quite strong and resistant to damage, but very slow when walking around. Being ultimately clumsy, zombies can't use any kind of ranged weapon, which makes them some sort of mindless meat shields. They, like all undead, are immune to fear caused by morale loss, but they still can be turned or destroyed by powerful clerics.
Shadows
Unlike Zombies or skeletons,which are just reanimated corpses, shadows are summoned from the shadow plane by a powerful necromancer. They retain a part of their former selves, but twisted and darkened by their vile hearts. Shadows grow stronger and tougher with experience, just like living creatures. They move very quickly and can receive quite a bit of damage before being destroyed. Being naturally hard to see, most shadows have learned how to do sneak attacks when they are wielding the right weapons. The most powerful shadows become fearsome wizards and knights that fill Calradia's denizens with terror.
Mummies
Mummies are the folk that used to live beyond the Sarranid dunes. An ancient curse and the will of the Lich King has brought them back to serve him and his allies and once again attempt to conquer it all and destroy all who resist.
Mummies still remember their past lives and are quite intelligent, so they can be upgraded unlike most other undead. They are foot soldiers and archers and they excel at using shields. In their ranks, one can also find the deadly mummy priests who will heal their allies and harm their foes with mighty bolts of pure evil.
Mummies can also be turned, but are more resistant than other undead.
Golems
Golems are elemental spirits trapped in elaborate constructs made of different materials. They are huge powerful automatons who will obey their masters without hesitating, even if it means the ultimate destruction of the golems themselves.
They are built and animated at the Wizard Tower, but only the most renowned friends of the Magocracy can have access to the stronger variants.
Elves:
Nimble and with a natural talent with bows and magic they make superb ranged warriors, note that all elven troops carry a ranged weapon of some sort.
Dwarves
Short, hardy and with a moderate amount of magic defense, they make awesome melee fighters, they do not like ranged weapons usually, but the few dwarves who do specialize become very deadly with crossbow or arquebus
Drow
The dark kin of the elves are also quite fond of magic and in their hostile environment have developed an unmatched magical resistance. Being children of the night, all are used to sneaking around and a drow throwing dagger is standard issue to almost all of their troops. The dark high priestesses of Lolth have also been known to carry sometimes the wonderous healer's ring.
Orcs
Savage monsters of the steppes. They value brute strength above all and are quite deadly with their thrown, two handed weapons and riding powerful giant wolves, the orc shamans are also quite feared since they are capable mage-clerics.
Gnomes
Tiny, very smart and creative, they are not part of the dominant races, however they usually excel as inventors and engineers.
Skeletons
Once living warriors, they fell in battle long ago. With the powers of necromancy, they were brought to unlife to fight for their masters. Being not much more than animated bones with various degrees of power, they can't learn and thus cannot be upgraded, but still are dangerous in large quantities. Skeletons have a wide array of weapons, which makes them very versatile. They, however, are easily destroyed by well placed blows. Like all undead, skeletons can be turned or destroyed by clerics.
Zombies
Lumbering reanimated corpses. Just like skeletons they were raised to serve their masters, but are in various states of decay. Zombies tend to be quite strong and resistant to damage, but very slow when walking around. Being ultimately clumsy, zombies can't use any kind of ranged weapon, which makes them some sort of mindless meat shields. They, like all undead, are immune to fear caused by morale loss, but they still can be turned or destroyed by powerful clerics.
Shadows
Unlike Zombies or skeletons,which are just reanimated corpses, shadows are summoned from the shadow plane by a powerful necromancer. They retain a part of their former selves, but twisted and darkened by their vile hearts. Shadows grow stronger and tougher with experience, just like living creatures. They move very quickly and can receive quite a bit of damage before being destroyed. Being naturally hard to see, most shadows have learned how to do sneak attacks when they are wielding the right weapons. The most powerful shadows become fearsome wizards and knights that fill Calradia's denizens with terror.
Mummies
Mummies are the folk that used to live beyond the Sarranid dunes. An ancient curse and the will of the Lich King has brought them back to serve him and his allies and once again attempt to conquer it all and destroy all who resist.
Mummies still remember their past lives and are quite intelligent, so they can be upgraded unlike most other undead. They are foot soldiers and archers and they excel at using shields. In their ranks, one can also find the deadly mummy priests who will heal their allies and harm their foes with mighty bolts of pure evil.
Mummies can also be turned, but are more resistant than other undead.
Golems
Golems are elemental spirits trapped in elaborate constructs made of different materials. They are huge powerful automatons who will obey their masters without hesitating, even if it means the ultimate destruction of the golems themselves.
They are built and animated at the Wizard Tower, but only the most renowned friends of the Magocracy can have access to the stronger variants.